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[WIP]Blast Pistol


DragonsWeyr

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Hello everyone, this will be my third mod for Fallout 3. A totally new weapon called the "Blast pistol",

an energy weapon more powerful than a Plasma pistol but only a little under a plasma rifle.

Right now I've got the model and UV done, but it still needs textures and the .NIF is incomplete.

 

Here's some pics:

 

http://i239.photobucket.com/albums/ff40/DarkDragonxl/dragons%20weyr/Blastpistol.png

 

http://i239.photobucket.com/albums/ff40/DarkDragonxl/dragons%20weyr/Blastpistol2.png

 

I'm hoping for some help 'cause I haven't actually gotten the model in game and i suck at texturing :).

The texture and model is attached.

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From a modelling point of view the efficiency should be improved for example the gun part has far to many edge loops compared to its shape. Basically where you've got 20

poly's you could have only 4 and get an exact copy of the shape on your model.

 

Anyway getting it into the game is quite easy: Group each part into the part names for the laser pistol in your modelling program, then export as a nif. using something like Fallout Mod Manager extract the laser pistol.nif from the Fallout -Meshes.bsa. Import the Fallout 3 Laser Pistol into your model program and scale your model to roughly the Laser Pistols dimensions ( Its important to get the hand gripping the gun properly ) Open up both your weapon nif and the laser pistol nif in nifskope (seperate windows). Click on the +

next to any named part and right-click the NiStripsData and select block>copy. Now go to your laser Pistol and select the same part name and go to its NiStripsData, right-click

and select block>Paste Over. Do this for each part and then click File>Save As and place into the Data/meshes with a filename. To get your textures to work place there .DDS

into the Data/textures folder and click on a part of your model and select BSShaderPPLightingProperty>BSShaderTextureSet, right-click on the top most texture of the six available and select Choose. Navigate to your texture and click ok. Normal Maps go on the second texture slot with a _n at the end and a glow map goes below that with _g at the end of its name.

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first, thanks for commenting, my main problem is not that i don't know how to get the model to work or how to use the geck, but more that i need help actually making textures because I'm very bad at it :(.

Also, thanks for the advice about efficiency, i would have totally released it as it is ;D.

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There are many GIMP/Photoshop tutorials online for texturing metal, cloth etc but texturing quality comes with practice. Understanding how light hits a model and transfering that onto your 2D texture makes or breaks a realistic texture ( No matter how detailed the texture is)
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